ng-clip | Copy to clipboard using AngularJS
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kandi X-RAY | ng-clip Summary
ngClip - Copy to clipboard using AngularJS.
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QUESTION
I am trying to change a div
's visibility from hidden to visible using button click. But even when I am clicking the button, the visibility is not changing. I have logged the console after the clickHandler, and it still says false even after I set it to true inside the function. So far, I have this,
ANSWER
Answered 2022-Feb-05 at 16:37You'll need to use state instead of the plain clicked
variable.
QUESTION
I have two circular images. The top image is positioned absolutely on top of the bottom image. I am revealing the top image in 25% intervals using clip and I am wondering if it possible to animate it so that the quadrant gradually increases the angle like a clock. Currently I have the animation working, but the way it reveals is just straight down instead of the angle gradually increasing.
I am also open to other solutions that don't involve clip
.
EDIT: I also just realized that there's no way to do the 3/4 circle using this method I am using, though I suppose I could just add another absolutely position image and have one be 180deg vertical and the other 180deg horizontal to accomplish that.
...ANSWER
Answered 2021-Aug-04 at 20:03clip-path can do it:
QUESTION
I saw a similar question here but I have an array
of radius instead of a number
so it couldn't use +
operator.
The radius has 4 values: [top, right, bottom, left]
ANSWER
Answered 2021-Feb-16 at 06:55export default function App() {
const [img] = useImage(
"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABQAAAAUCAMAAAC6V+0/AAAABlBMVEUAAADY2NjnFMi2AAAAAXRSTlMAQObYZgAAABVJREFUGNNjYIQDBgQY0oLDxBsIQQCltADJNa/7sQAAAABJRU5ErkJggg=="
);
const width = window.innerWidth;
const height = window.innerHeight;
const x = 20;
const y = 20;
const cornerRadius = [0, 0, 20, 20];
const imageWidth = width / 4;
const imageHeight = height / 4;
return (
Clip in Konva
{
ctx.beginPath();
let topLeft = 0;
let topRight = 0;
let bottomLeft = 0;
let bottomRight = 0;
if (typeof cornerRadius === "number") {
topLeft = topRight = bottomLeft = bottomRight = Math.min(
cornerRadius,
width / 2,
height / 2
);
} else {
topLeft = Math.min(
cornerRadius[0] || 0,
imageWidth / 2,
imageHeight / 2
);
topRight = Math.min(
cornerRadius[1] || 0,
imageWidth / 2,
imageHeight / 2
);
bottomRight = Math.min(
cornerRadius[2] || 0,
imageWidth / 2,
imageHeight / 2
);
bottomLeft = Math.min(
cornerRadius[3] || 0,
imageWidth / 2,
imageHeight / 2
);
}
ctx.moveTo(topLeft, 0);
ctx.lineTo(imageWidth - topRight, 0);
ctx.arc(
imageWidth - topRight,
topRight,
topRight,
(Math.PI * 3) / 2,
0,
false
);
ctx.lineTo(imageWidth, imageHeight - bottomRight);
ctx.arc(
imageWidth - bottomRight,
imageHeight - bottomRight,
bottomRight,
0,
Math.PI / 2,
false
);
ctx.lineTo(bottomLeft, imageHeight);
ctx.arc(
bottomLeft,
imageHeight - bottomLeft,
bottomLeft,
Math.PI / 2,
Math.PI,
false
);
ctx.lineTo(0, topLeft);
ctx.arc(
topLeft,
topLeft,
topLeft,
Math.PI,
(Math.PI * 3) / 2,
false
);
ctx.closePath();
}}
>
);
}
QUESTION
I'm trying to update text inside a javafx textArea element instantly to show execution information using both thread and task but nothing seems working, althought when I print something in console it works thus the thread is executing. The program prints all the messages once the program is executed, but i want show the messages as the same time as the program is executing.
Here I have my tsak and thread declarations
...ANSWER
Answered 2020-Jun-03 at 14:53The two threading rules in JavaFX are:
- Long-running code must not be executed on the FX Application Thread, and
- Any code that updates the UI must be executed on the FX Application Thread.
The reason for the first rule is that the FX Application Thread is responsible for rendering the UI (among other things). So if you perform a long-running task on that thread, you prevent the UI from being rendered until your task is complete. This is why you only see the updates once everything is finished: you are running your long-running code on the FX Application Thread, preventing it from re-rendering the text area until everything is complete.
Conversely, the code you do run on a background thread (via the Task.call()
method) doesn't do anything that takes a long time to run:
QUESTION
So the title says it all, I've tried it with a few different definitely transparent images, they all just show the white and gray background that transparent images have.
I've tried adding style="transparent"
to the image tag but it doesn't do anything. It's a React app if that has an affect. It's being displayed in a regular html table.
Edit, my code:
...ANSWER
Answered 2020-Apr-25 at 19:11the image you are using is not transparent, the image creator added some texture on it to make it look like it is transparent. Check this image instead
QUESTION
I have a index.html
that has a status window for my game, and it displays the number of candy and beads you have collected, updating it in real time as the user collides with the candy and beads.
My entire index.html
:
Also, the status-window
div is at the bottom. That's where I display # of candy and beads. The rest of the markup is for the game window.
ANSWER
Answered 2020-Mar-04 at 20:27As getElementById
treats the parameter value as id, you do not need to prefix the id string with the symbol #
:
QUESTION
I currently have a percentage counter in a list view
Im trying to use a variable to have the text in the middle change almost in parallel with the actual bar because i am planning to have information come in from python and python is good with numbers so what can i do to get the text in the middle of the circle to be the actual var number
...ANSWER
Answered 2020-Mar-03 at 21:50You need to call setState wherever you are manipulating the number, in order to redraw the UI.
example:
QUESTION
I have a game I am making, and I want to create a splash screen that shows up for 3 seconds before the game starts. However, I am unable to accomplish this because I don't know how to make the splash screen show up successfully, also WITHOUT the game starting to run in the background. (The parades start to move as soon as the game loads)
It's a Mardi Gras game, and there's a parade in the back. I want the splash screen to show up (just a white splash screen with the words "Mardi Gras Parade!" appearing) for 3 seconds, then disappear, and the game starts.
Here is the JSFiddle (which unfortunately does not show the parades moving because I can't attach files to the JSFiddle, sorry).
But here is my repo, if you want to clone it and open it up in your browser to see the full animations.
Basically, the Splash Screen should cover the entire left portion of the game (with the grey road) with a white background. It shouldn't cover the right yellow side that has the scoreboard information. I am trying to achieve this using Jquery, but I am unable to do this. I don't think my Jquery actually works, as there are no animations, and I can still see the game background. I got the very simple code from this StackOverflow post.
This is my Jquery code that controls the Splash Screen:
...ANSWER
Answered 2020-Mar-01 at 23:49First remove onload="splash(3000)"
from
Create a separate js file and move javascript to end of
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